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Hello all,
A week and a half ago I released a completed 19-chapter romhack called "Heaven's Bloom." However, there are many things on the artistic side of the project which are somewhat beyond the scope of my talent, so I've come here in search of volunteers to help with a few aspects of this. 1. Mugs
I've made mugs for all* the playable characters and major NPCs, but they're fairly sloppy splices of other FE assets, and they aren't 'clean' by any means. Additionally, minor bosses currently just have re-used FE8 mugs, and *two of the playable characters (Hands and Derruk) currently use un-used mugs from base FE8. I would ideally want all of these mugs to be re-done, while keeping things like hair / armour colour intact.
2. Maps
For the prologue and chapters 1-9, I was working with someone who was really good at making maps look aesthetically pleasing. However, he got burnt out for the project, so the rest of the maps were done by me, and I'm much less talented in this regard; there's a noticeable drop in the visual quality of the maps after chapter 9. For this, I would want someone who can touch up these maps in the colour / shading department while retaining the current layout & terrain
3. Music
This is probably the least urgent of my goals. I've written original music for much of the game, but sort of got burnt out and didn't end up doing everything - all the map & battle themes are done, but most of the cutscenes still have FE8 music. I know this is a spriter's forum so it's a long shot, but if anybody is good at composition and wants to send me MIDI files that thematically fit with the music I've written, I would not be opposed in the slightest.
Anyone who's played the hack probably also knows that the battle palettes are also a bit of a mess, but somebody has already volunteered to take care of this, and they're doing a really good job so far.
I'll be very grateful for any & all help with these aspects of the project! You'll be included in the special thanks section of the main thread & eventually the in-game credits screen. Just send me a PM so that I can make sure you're not working on the same asset as someone else.
With that said, hope everyone's weekend is off to a great start

Hey anyone who's willing to help me, I have plans for a new Fire Emblem Fan Project, I currently have writers covered but anymore would be helpful, also for map design so all I need is sprite makers, portrait makers and code writers but if you can help in any way it would be greatly appricated. If your interested then private message me or comment interest/people who could help and I'll put in the effort
A huge thanks to anyone willing to help and those already helping :)

Hi,
I'm taking a second stab at doing another FE randomizer for FE7. I wanted to be able to move some units around randomly and also detect potential issues with scripting, but that requires some knowledge of the map layout that's in the game. I could hard code these values, but I'd prefer to reconstruct the maps in code so that it has some knowledge on how to handle that dynamically.
I've found the pointers to the map data, but I'm unsure how to read it. I'm not sure what the first 5 bytes are, but I can guess that bytes 6 and 7 are referring to the dimensions (width and height, respectively). But after that, just taking the prologue map as an example (which starts at 0x36AF00), I've messed around with the hex there and I've gathered that it's using some kind of encoding that lets it specify multiple occurrences of a tile pattern within a single instance of a byte pair. For example, changing the hex at 0x36AF07 from B0 to another value will change not only the tile in the top left, but also two tiles near the mountains on the right side of the map, presumably because it's the same pattern being used.
I'm just curious if there's any documentation on how this is encoded and how it could be decoded. I figure it must exist somewhere if the map insertion tools exist because they're presumably doing the same thing when encoding it.

Hi there! Before I start describing stuff I'd just like to thank you for clicking my thread.
After a long time of playing and watching fire emblem (and various romhacks of it), I always thought it would be so cool to be able to make a game myself. So, I decided I would, and got to work conceptualizing and toying around with FE8. Now I'd like to present the (still growing) fruit of that work, Fire Emblem: The Flame of Tomorrow!
THE FEATURES:
A brand new story (more info below!)
Brand-new and revised classes
3 promotion tiers (May or may not be for every class, depending)
Varied objectives - no rout maps
Scary (powerful) monster classes
New and revised items, spells, and weapons
...And more!
THE STORY:
Long ago, the continent of Panthia was a (mostly) peaceful and prosperous one. Until suddenly, a mysterious otherworldly power tore the earth asunder. The once prosperous capital state of Ancia now lays in ruin, and demonic creatures rise from the rift left from "the Collapse". The Ancian governmental power is unable to afford to keep things in check. Tension grows between Ancia and their neighbor Derrain, who refuse to lend aid, and have build a great wall between them to try and stop the terrors. Our protagonists, twin brothers, Sanders and Ackard, are not nobles, nor rebels - they are scholars, seeking to learn about the mystery behind the Collapse.
WHAT I NEED:
I'll keep this section short: artists and writers. I have very little artistic talent, and would also love any assistance with my writing.
Things that need to be made: Mugs, maps
Things I would like to be made: Animations (high priority), map sprites, class cards, music
Note that my standards are not sky high - if you can splice convincingly I have no complaints as long as it looks good.
Once again I'd like to thank you for reading, and would love any and all criticism as well!

I couldn't find a good one that I was looking for while I was searching through Google except for the NES maps. I was going to look for some video game level maps that I need for one of my recreated courses that I am currently working on for Super Mario Maker. I am using those video game level maps as a reference so that I don't make mistakes or forgetting something needed in the course map that I'm going to be working on. But, I am looking for some video game level maps from 3 specific games that I needed to use for one of my courses in Super Mario Maker that are from:
Bank Vault from DuckTales: Remastered (Walt Disney/Capcom) - The NES version doesn't have the Bank Vault level.
Future F*******s 2010 from The Angry Video Game Nerd (Screwattack Games)
Hall of Champions from Shovel Knight (Yacht Club Games)
Does anyone know where to find those three video game level maps, I couldn't seem to find them on Google nor Google Images?

Greetings, your everyday cat guy here with a new topic!
Has there ever been a chapter or map that you really liked? Maybe you found the design unique or just really good,
or maybe you simply just find the map really entertaining to play.
Simply name the map(s) you like the most, and explain why.
Maps can be from any game, including hacks.
You may also include an image of the map if you so choose.
You may also include anything that you believe the map/chapter could be improved upon
I am exited to see what you guys have to say and I hope you guys enjoy this topic.

So a new tweet from the official account sounds like it says there will be a new map related event starting, which will hand out Orbs but I need help translating it to better understand it.
https://twitter.com/FE_Heroes_JP/status/828141110451134470
【予告】 明日2/6(月)16:00より、スペシャルマップに「リリース記念プレゼントマップ」が登場！ひとつのマップでそれぞれ３個、２つの難易度で合計6個のオーブが入手できます。これから５週間毎週１つずつマップが追加されていくそうなので、なんと合計30個！ #FEヒーローズ
Can anyone help?
I want a translation, not a google translation as that keeps coming back with conflicting comments.

Sorry, I had just had a quick question about map insertion. (I went through Blazer's Ultimate Tutorial and couldn't find what I needed, nor anywhere else)
I was trying to redesign chapter 12 HM of FE 7, so when I finished and exported it, it said that I have more than 1024 block structures, and to only use this .MAR file with FMP 1.0 compatible editors/libraries. Then I tried to insert it using the a MAR Inserter, and after that I did everything I needed in Nightmare, but when I got into the game, the map was bugged, with most tiles being black. So I found Markyjoe's video on map insertion and followed that but it still didn't work. Did I follow the video incorrectly or is it the "1024 block structures" thing?

Hey all, so i have another noob question, but how can I (if i can) make a randomized map in mappy? i usually make them by hand, but creating large mountain ranges that look good are a little beyond me...
Thanks!

According to the research I've done, the maximum map size permitted in FE7 is 43x36.
However...
I have also read that the maximum map size varies by game. Is this correct? And, if so, what is the maximum map size for FE8?
I recall reading at one point that those dimensions were flexible, but only if the two numbers added up to the same amount (or something along those lines); i.e. you could make a map that was 29x50 tiles if you wanted, since 29+50 and 43+36 both add up to 79. Is this correct? It kinda sounds fake, so I'll defer to people who know what they're talking about; what is the truth in regards to maximum map dimensions?
Thanks for your time!

Okay so a while ago I started working on a Fire Emblem hack and I've discovered that making maps is a lot of fun. So since I'm new to this sort of thing I've decided I might as well post my maps here for critique and just general advice.
[spoiler=Spooky Temple]
This tileset was a pain to work with with all the edge tiles. I'm worried the bottom half looks a lot more bland compared the top half.
[spoiler=Castle Courtyard]
The first map I made. Really simple. The main prince character gets ambushed by some assassins here.
[spoiler=Obligatory Bandit map]
The river looks kinda awkward but otherwise I'm happy with this one. The good guys start on the hill in the top right.
[spoiler=Forest Map]
---------------------------------------------------------------------------------------------------
Decided to try something new and make this closed in pseudo indoors forest map. There's two versions here because I wasn't sure which I liked better, but I'm leaning towards the top one. I'm a bit worried about it being too chokepoint heavy though.
[spoiler=Defense Map]
So obviously this one isn't finished. Tried using FE Map Creator's random generation feature a bit for some parts. The mountain is super ugly but I don't really know how to do those.
So yeah, please tell me if my maps suck or not.
Edit: Fixed a height error on the temple map that slipped past me.

Hey there.
Whilst I'm not working on anything major just right now, I don't want my skills to dwindle too much.
So in the meantime I'm gonna do some stuff. It'll mostly be maps, but I might do some OK-ish sprites sometime later as well.
It'll be a slow roll, but here's what I have so far:
[spoiler=Maps]
[spoiler=Sprites]

Similar to Locke's topic about mechanical dislikes here, http://serenesforest.net/forums/index.php?showtopic=61073&hl= , I thought I should make a thread that's the exact opposite.
I love unlimited weapon durability and weapon effects.
I adore the nerfed Pair up
1-2 range bow options are awesome
I never realized how much I wanted a 1-2 staff until Fates gave me one.
Nohr chapter 9 is awesome

Curious to see what maps people hate the most.
FE2: At the end of chapter 3 on Celica's side, when you fight Geyse. I didn't grind in my run and it was normal mode, so he was far more powerful than any of my units and the summoner kept creating fodder for me to have to blast through only to get hammered by him. So I had to make my own fodder with Jenny's Illusion to stall the summoner's skeletons and maybe whittle Geyse's health away while I dealt with all the other units without losing any of my own, including sending Catria to the summoner on an assassination mission:
Admittedly it was a funny thing to do but the map mostly felt like a drag because of what I had to do.
FE4: Chapter 3, if the game's going to have massive maps, at least don't make you have to backtrack so heavily to get to the next castle, especially if you have to do this twice. The only redeeming quality is the music that comes it, imo.
FE6: I don't remember this game well enough to pick.
FE7: Battle Before Dawn, protecting someone far from your starting point in fog of war is not a fun thing.
FE8: Don't remember this game well enough to pick.
FE11: Chapter 7, its reinforcements felt endless and at that stage they were readily capable of murdering some of my units, which forced half a dozen frustrating restarts.
FE12: Chapter 12 is a nightmare with all those dragons and wyverns and reinforcements, can't stand it.
FE13: Hated Chapter 22 for its layout and frequency of reinforcements.

This is not really a problem regarding ROM hacking, but i figured that someone hear would understand my situation.
I'm making a 2-player Fire emblem game where players use 4 units around a premade map and move around increasing their stats and abilities. They then can attack the other player's units and try to defeat them in battle.
While thats all well in good, i have a hard time trying to find a good map maker to use for this case scenario. Since the images im using for units are too big for a 16x16 grid, i had to upscale the grid size to make it 20x20. However considering the map makers online are meant for ROM hacking, 16x16 is standard, so the tiles are not meant to be upscaled like that.
Furthermore, since im thinking about using a txt file to keep track of terrain, i am unaware of how to alter the map image into a eligible txt file.
Help would be appreciated.
P.S this is the map im trying to use

Hello Serenes Forest
My question is really a simple one, though the answer I fear, may not be. Especially considering my inexperience. I've just begun using and testing the most basic of hacking utilities out there.
Basically, I'd like to go from this...
To this~
And this too, perhaps.
These are just mock-ups for me to daydream about.
I've been all over Nightmare and FEditor, and added a good number of portraits and a custom sprite, not to mention extensive text edits, through plenty of trial and error and a few gigs worth of corrupted roms, deleted in my Recycle Bin. My edits have gotten to the point where I've been getting a bit over-ambitious for my skill level.
I've skipped over a specific tutorial here that dealt with extracting and inserting the 'battle frames' seen in the above picture with Sain. (shadowofchaos' "Inserting Custom Battle Frames, to be specific. http://serenesforest.net/forums/index.php?showtopic=25045 )I thought it was a little bit too much, so I figured I'd do with a recolour instead.
Is there any way to access/see/edit these specific palletes, that is also hopefully simple to accomplish?

Hey, all. Work on the final check-through of my other project is still ongoing, so in the meantime, allow me to show off some of the other things I've done when I've had enough of looking at dialogue and manipulating code for a while.
First off, we have this:
[spoiler=Animations hidden within]
Looking at the ever-neglected cult classic class, I went and edited the melee-range animations for the GBA Soldier. So now you can have smoother frames and witness an infantryman's impression of a marching band drum major/majorette...except it's much more lethal.
The frames for throwing Javelins are still under construction. The lance-twirling comes from the original javelin-throwing frames, some of the leg positioning from other frames, and the *shing* effect was inspired by The Blind Archer's Halberdier v2.
But other than that, everything else is either the original material or custom-made by yours truly.
This set of animations has NOT been tested in or prepared for FEditor or any other sprite-based romhack tool. These are raw .gifs.
I will update this thread when I feel I have something to show, so posts could be frequent, sporadic, or something in-between.

Fig A: a generated, random map
An FE tailored map creator, that can also generate random tiles to fill in empty space in your map or create an entirely random map. The generation rules can be edited, too. It also allows locking specific tiles, such as a castle or mountain range, that the generator should not modify and merely build around, as well as drawing in generic terrain types, which it will turn into fitting tiles of that type during generation:
Supports opening and saving both .mar arrays and Tiled files, for inserting the maps into roms or adding in tile changes after the base map is finished. It can also create an approximation a map based on an image and the tileset used, if you just have a picture and not the data file.
The vanilla GBA FE maps and tilesets, as well as map generation rules for each tileset, are included in the download so you can immediately jump into map making.
Special thanks to Pi for ripping all the GBA FE maps, which I referenced to generate the initial tileset rules.
FE Map Creator download zip
You'll need .NET Framework 4 to run it, if the program doesn't work you probably need to download that:
.NET Framework

Hello all I'm still pretty new to this and I have some questions. I've checked all the map creation and insertion tutorials, but none of them cover replacing or deleting maps, only adding new maps. I have 47 new maps planned for a FE7 hack, and I'm not sure they will all fit on the rom. (Like I said I'm still pretty new to this.)
So Question 1 : Do I need to make free space, or will 47 new maps fit. (I can make every map the same size as the original maps, with less map changes even. If possible I would like to make bigger maps though.)
Question 2: If I need to make free space, how do I go about replacing each map or deleting the old ones.
Current Last Line of the clean rom is at 01000000, pretty sure that tells me how much free space is left, but I still wouldn't understand how many maps worth that is.
Thanks in advance for any help